152 lines
5.1 KiB
Python
152 lines
5.1 KiB
Python
from src.weapon import Weapon
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class Player:
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def __init__(self, xPos, yPos):
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# Movement attributes
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self.xPos = xPos
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self.yPos = yPos
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self.moveSpeed = 0.05
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self.jumpDuration = 1000 # Jump duration in milliseconds
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self.jumpStartTime = 0
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self.isJumping = False
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self.facingRight = True
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# Stats and tracking
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self._health = 10
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self._maxHealth = 10
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self._lives = 1
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self.distanceSinceLastStep = 0
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self.stepDistance = 0.5
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# Inventory system
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self.inventory = []
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self.collectedItems = []
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self._coins = 0
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# Combat related attributes
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self.weapons = []
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self.currentWeapon = None
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self.isAttacking = False
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self.lastAttackTime = 0
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# Power-up states
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self.isInvincible = False
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self.invincibilityStartTime = 0
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self.invincibilityDuration = 5000 # 5 seconds of invincibility
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# Projectiles
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self.projectiles = [] # List of type and quantity tuples
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# Initialize starting weapon (rusty shovel)
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self.add_weapon(Weapon(
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name="rusty_shovel",
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damage=2,
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range=2,
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attackSound="player_shovel_attack",
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hitSound="player_shovel_hit",
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attackDuration=200 # 200ms attack duration
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))
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def update(self, currentTime):
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"""Update player state"""
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# Check if invincibility has expired
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if self.isInvincible and currentTime - self.invincibilityStartTime >= self.invincibilityDuration:
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self.isInvincible = False
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speak("Invincibility wore off!")
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def start_invincibility(self):
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"""Activate invincibility from Hand of Glory"""
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self.isInvincible = True
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self.invincibilityStartTime = pygame.time.get_ticks()
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def add_projectile(self, projectile_type):
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"""Add a projectile to inventory"""
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# Find if we already have this type
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for proj in self.projectiles:
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if proj[0] == projectile_type:
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proj[1] += 1 # Increase quantity
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speak(f"Now have {proj[1]} {projectile_type}s")
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return
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# If not found, add new type with quantity 1
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self.projectiles.append([projectile_type, 1])
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def throw_projectile(self):
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"""Throw the first available projectile"""
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if not self.projectiles:
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speak("No projectiles to throw!")
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return None
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# Get the first projectile type
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projectile = self.projectiles[0]
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projectile[1] -= 1 # Decrease quantity
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if projectile[1] <= 0:
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self.projectiles.pop(0) # Remove if none left
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return {
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'type': projectile[0],
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'start_x': self.xPos,
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'direction': 1 if self.facingRight else -1
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}
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def get_health(self):
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"""Get current health"""
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return self._health
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def get_max_health(self):
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"""Get current max health"""
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return self._maxHealth
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def set_health(self, value):
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"""Set health and handle death if needed"""
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if self.isInvincible:
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return # No damage while invincible
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self._health = max(0, value) # Health can't go below 0
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if self._health == 0:
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self._lives -= 1
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if self._lives > 0:
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self._health = 10 # Reset health if we still have lives
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def set_max_health(self, value):
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"""Set max health"""
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self._maxHealth = value
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def get_coins(self):
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"""Get remaining coins"""
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return self._coins
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def get_lives(self):
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"""Get remaining lives"""
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return self._lives
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def add_weapon(self, weapon):
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"""Add a new weapon to inventory and equip if first weapon"""
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self.weapons.append(weapon)
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if len(self.weapons) == 1: # If this is our first weapon, equip it
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self.equip_weapon(weapon)
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def equip_weapon(self, weapon):
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"""Equip a specific weapon"""
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if weapon in self.weapons:
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self.currentWeapon = weapon
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def add_item(self, item):
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"""Add an item to inventory"""
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self.inventory.append(item)
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self.collectedItems.append(item)
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def start_attack(self, currentTime):
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"""Attempt to start an attack with the current weapon"""
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if self.currentWeapon and self.currentWeapon.start_attack(currentTime):
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self.isAttacking = True
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self.lastAttackTime = currentTime
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return True
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return False
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def get_attack_range(self, currentTime):
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"""Get the current attack's range based on position and facing direction"""
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if not self.currentWeapon or not self.currentWeapon.is_attack_active(currentTime):
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return None
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return self.currentWeapon.get_attack_range(self.xPos, self.facingRight)
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